Snarf's Weapons FAQ for Shining Force III
                           Last update: 05/05/02

Shining Force has been my favorite "strategic roleplaying game" series ever
since I bought a Sega Genesis to play SF1.  It's neither the hardest nor the
flashiest, but there is something about the game which makes it a blast to
play.  SF3, the newest installment for the Sega Saturn, is a three-part
series.  It's a pity that only the first scenario is available in English, but
I'm doing my best to wade through Japanese imports of the others.  The events
of each game build upon how you played the previous scenarios, and fortunately
the imports work just fine with US Scenario 1 save files.

SF3 makes great advances in its use of graphics and sound (as you'd expect
after four years), but the improvements to the combat system are what truly
set it apart from its predecessors.  Characters can advance not only in class
experience level, but also in skill with various weapon types.  The weapons
themselves are now more than a simple number, behaving differently as the user
increases in skill.  It took me a while to understand all of this, so I wrote
this "spoiler" to document the system.  Even if you don't care about numbers,
herein lies a complete equipment list.

I'd like to take a second to mention the naming conventions I will use in this
FAQ.  Since the majority of the series is only available in Japanese, I will
use the translated Japanese names.  If the translation is different from what
was used in the US Scenario 1, the US version name will be included as well
in parenthesis.  I didn't know the first thing about Japanese before starting
this project, so take it easy on me if you see any mistakes...but please do
correct me.

Every effort has been made to ensure that this FAQ is accurate and complete,
but there's a lot of information here!  If you find any errors or omissions
please drop a line to [email protected].  You too could *ooh* have your
very own credit :)

-Snarf

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1.  Tools of the Trade
------------------------------------------------------------------------------

Choosing the right weapon for each character is the first step toward success
on the battlefield.  Each character's choice of weaponry is determined by his
or her class.  The Japanese version classes (first promotion level) and their
available weapon types are:

Hero                                             blade, knife, rapier, sword
Paladin                                          halberd, lance, spear
Wizard, Priest, Summoner, Princess, Witch        ankh, rod, wand
Sniper, Bow Knight, Metal Gunner                 arrow, quarrel, shell
Warrior, Lion Warrior                            axe, mace, tomahawk
Master Monk, Wolf Baron, Mandragon               claw, glove, knuckle
Battler                                          rapier, sword, wing
Flare Penguin, Samba Penguin, Scholar Penguin    beak
Steam Knight, Ancient Robot, Ogre Rider          anchor, shell
Ninja, Master Kuno, Samurai                      katana, shuriken
Commando                                         knife, spear, tomahawk
Animal Trainer                                   whip
Unicorn                                          horn
Dragon                                           talon
Pegasus Knight                                   lance, spear, wing
Fairy                                            rod, wand
Roshi                                            claw

Equal the Commander                              knife, mace, rapier
Profound the Commander                           spear, sword, tomahawk
Spirited the Commander                           halberd, mace, rapier

Penn is limited to only the Pen Beak in Scenario 1, but he can freely exchange
it for other beaks in Scenario 3 (ouch?...don't ask me how penguins do that).
Gracia can only equip the Besem Staff--not that you'd really want him to use
anything else.

------------------------------------------------------------------------------
2.  Weapons and Smashing Things
------------------------------------------------------------------------------

A character advances in skill with each type of weapon as it is used in
battle.  The most common method is smacking monsters, but casting spells and
using items in combat also work toward increasing weapon skill.

Weapon skill ranges in level from 0 to 3.  When a character wields a weapon,
skill with that weapon type is displayed under "item" in their status menu.
Some characters start the game with skill in more than one type of weapon, so
it pays to do a little research when someone first joins up.  As a character
increases in skill with a given weapon type, more special attacks become
possible and the weapon attack bonus increases.

Individual weapons fall into one of three skill progressions (I'll call them
A, B, and C).  Class "A" weapons are the standard sort you play most of the
game with.  Class "B" weapons represent the limits of technology or possess
weak magical properties.  Class "C" weapons are the most powerful magical
artifacts.

                                      A    B    C
                          level 0    +0   +0   +0
                          level 1    +3   +4   +5
                          level 2    +6   +7   +9
                          level 3    +9  +11  +15

As an example, the Great Sword is a B+23 weapon.  This means that at weapon
skill levels zero through three it will be +23, +27, +30, and finally +34 to
attack, the maximum bonus for the weapon.

------------------------------------------------------------------------------
3.  Weapons and Blasting Things
------------------------------------------------------------------------------

Some magical weapons (primarily ankhs, rods, and wands) will add a new spell
to the wielder's repertoire.  The level of this spell is dependent only upon
the character's weapon skill--not experience level, as with innate spells.
The maximum level this additional spell can reach depends on the weapon, and
ranges from 1 to 4.

                                   M1   M2   M3   M4
                        level 0    1    1    1    1
                        level 1    1    1    1    2
                        level 2    1    1    2    3
                        level 3    1    2    3    4

Just as the combination of weapon and skill adds to attack, it also adds to
the magic power of all spells cast by the wielder.  This magic power bonus
reaches a maximum of +12.  All wizard and cleric weapons above class "A" have
this maximum bonus, as well as a few other powerful magical weapons like the
Element Sword.  If you find yourself wanting to cast a weak spell (a great way
to build up those friendships) try removing your weapon.

------------------------------------------------------------------------------
4.  Know Your Opponent
------------------------------------------------------------------------------

Ever flown Eldar into a group of archers?  Ever seen what happens to Synbios
after he charges a line of centaur knights?  By understanding exactly how
vulnerabilities occur, you can pick your fights and avoid nasty surprises.

Every weapon falls under one weapon type, which is in turn part of one weapon
class.  It is the matching of the attacker's weapon class to the target which
creates these situations.  A vulnerable target is easily identified by the
exclamation point which appears over its head.  Attacking a vulnerable target
not only adds to damage, but also increases the chance for a critical.  Here
is a table of the vulnerability relationships:

                                  Strong vs.     Weak vs.
                   WC Sword       WC Axe         WC Spear
                   WC Spear       WC Sword       WC Axe
                   WC Axe         WC Spear       WC Sword
                   WC Bow         Fliers         -
                   WC Glove       -              -
                   WC Spirit      Monsters       -
                   WC Exorcist    Spellcasters   -
                   WC Holy        Undead         -
                   WC Innovator   Vandals        -

The weapons list specifies which WC each weapon type falls under, beyond the
description given in the game manual.  It is very important to understand that
while these relationships hold true for most weapons, powerful magical weapons
often differ!  For instance, the Dragon Lance is strong vs. sword wielders as
WC Spear and vs. monsters as WC Spirit, making it a versatile weapon indeed.

------------------------------------------------------------------------------
5.  Format of the Weapons List
------------------------------------------------------------------------------

Weapon types are listed in alphabetical order.  Individual weapons are sorted
by value in this format:

[sell price] [origin] [skill class + bonus] [max attack bonus] [name]
[specials]

The first field represents the price you'd get if selling the item to a store.
This is not the buy price which they would charge you to purchase the item.  I
chose to list the sell price because most items simply aren't found in stores.
The sell price is 75% of the buy price (rounded down).

The origin field describes where an item comes from, and is composed of three
letters corresponding to the three scenarios.  If you're just playing Scenario
1, only pay attention to the first letter of the field!

 B: can be purchased at a store under (B)uy
 M: a blacksmith can create this using (M)ithril
 C: a blacksmith can create this using a (C)ube of dark matter
 O: a blacksmith can create this using (O)richalcum (the blue stuff)
 F: can be (F)ound hidden in a town or in battle
 S: found on a character who (S)tarts with this object
 D: can only be purchased at a store under (D)eals
 -: object not found in this scenario

This is an ordered list, with the easiest method of obtaining an item listed
first.  An item is given the first letter which matches its origin.  So for
example, an item which could be found and also created using mithril would be
marked M.

The third and fourth fields describe the weapon's attack progression and its
maximum bonus.  Obviously the fourth field could be computed from the third,
but it's handy to have the maximum attack bonus available for quick reference.

The specials field is a catch-all for anything unusual about the weapon.  The
possible entries include:

 - ranged attack capability (a range of 1 is implied otherwise)
 - spells added to the wielder's repertoire
 - any additional weapon class (WC) the weapon belongs to
 - the weapon's special attack (SA) and its possible effects
 - effects produced by using the item in combat
 - bonuses to critical and/or counter chances
 - changes to the wielder's stats
 - regenerative abilities
 - changes to magic resistance
 - a warning if the item is cursed
 - a note if the item is restricted to a certain character

Every special attack entry is followed by its possible effects.  Remember that
this effect is not guaranteed to work as your victim's luck may overcome it.
The possibilities are:

 [damage]    The only observed effect is damage, and lots of it.
 [lock]      Victim is locked onto one map spot from which it cannot move.
 [illusion]  Attacks become wild and easy to parry.
 [poison]    Lots of HP are lost following each round's action.
 [dispel]    If a spellcaster, victim is silenced and cannot use magic.
 [slow]      Defense and agility are dramatically reduced.
 [confuse]   Victim may attack friends, enemies, or just burble to itself.
 [paralyze]  Victim can move about the map but usually cannot act.
 [sleep]     Sleeping targets are safe to attack but cannot move or act.
 [vampire]   Around 20 HP is added to the attacker's health.
 [charm]     Victim may attack your enemies, or it may just drool...
 [destroy]   Chance to utterly destroy the target, hasta la vista, baby!

The [damage] effect simply means that I haven't observed any special effects
produced by this attack...well, other than maiming the opponent.  Remember
that many special attacks use a magical element (fire, ice, etc.) to do their
damage, so magical vulnerabilities can affect the outcome.

------------------------------------------------------------------------------
6.  An Arsenal to Explore
------------------------------------------------------------------------------

Now that you've waded through the tables, here's the raison d'etre for this
whole thing, the weapons list!  If you find this incredibly confusing, read
the sections you just skipped and it will all make sense.  Really.

Anchor
WC Axe
------------------
mithril: 15000
orichalcum: 17000
------------------
2250 S-- A+14 +23 Heavy Anchor
                  range 1-2
6750 BB- A+21 +30 Power Anchor
                  range 1-2
11250 MMB B+24 +35 Spin Anchor
                  range 1-2, SA Drill Smash [damage], raises counter
12750 MMB B+22 +33 Crash Anchor
                  range 1-2, SA Hammer Throw [damage], raises critical
14250 MMB B+23 +34 Gravity Anchor (Grav Anchor)
                  range 1-2, SA Gestalt [confuse]
15750 --O C+27 +42 Plasma Anchor
                  range 1-2, SA Soul Grapple [damage]

Ankh
WC Holy
------------------
mithril: 12000
orichalcum: 14000
------------------
 150 DDF A+07 +16 Power Ankh
                  adds Hellblast (Tornado) M3
1200 DDS A+12 +21 Saint Ankh
                  adds Support M2
4800 DDF B+19 +30 Mystery Ankh (Misty Ankh)
                  adds Resist M2
6000 MMB C+19 +34 Druid Ankh (Tornado Ankh)
                  adds Hellblast (Tornado) M4, SA Fool Prayer [vampire],
                  raises counter
8250 MMB C+20 +35 Silent Ankh (Silence Ankh)
                  adds Antispell (Dispel) M1,
                  SA Minister's Silence (Holy Silence) [dispel]
10500 MMB C+21 +36 Seraphic Ankh (Blessed Ankh)
                  adds Support M2, WC Exorcist,
                  SA Apostle Descent (Apostle Fire) [damage], raises critical
11250 FFF C+19 +34 Element Ankh (Holy Ankh)
                  adds Aura 1/1/2/2, regen 4 HP/turn
11250 --O C+23 +38 Golgoda Ankh
                  adds Resist M2, SA Thorn Crown Commandment [slow],
                  regen 5 HP/turn
12000 --F C+20 +35 Raphael Ankh
                  adds Zephyros M2, +5 defense, +40 wind resist
12750 FFF C+21 +36 Ankh of Mitra (Mitra Ankh)
                  adds Tanatos M2, WC Exorcist ONLY, +20 light resist,
                  +10 dark resist

Arrow
WC Bow
------------------
mithril: 13000
dark: 15000
orichalcum: 15000
------------------
 187 BB- A+08 +17 Wooden Arrow (Small Bow)
                  range 2
 900 BBS A+12 +21 Steel Arrow (Short Bow)
                  range 2
3375 BBB A+17 +26 Robin Arrow (Faerie Bow)
                  range 2-3, raises critical
9300 BBB B+23 +34 King's Arrow (King's Bow)
                  range 2-3
12750 MMB C+23 +38 Moonlight Arrow (Moon Bow)
                  range 2-3, WC Holy, SA Lunatic [confuse], use for Berserk,
                  regen 3 HP/turn
15750 MMB C+24 +39 Dragonbone Arrow (Dragon Bow)
                  range 2-3, WC Spirit, SA Dragon Snipe [paralyze],
                  +5 defense
18000 MMB C+25 +40 Demonbreaker Arrow (Breaker Bow)
                  range 2-3, WC Exorcist, SA Spell Virus [dispel], +7 defense
19500 CCC C+23 +38 Kantarera Arrow (Kantar's Bow)
                  range 2-3, SA Poison Arrow [poison], CURSED
21000 --O C+30 +45 Sagittarius Arrow
                  range 2-3, SA Stardust [damage]

Axe
WC Axe
------------------
mithril: 8000
dark: 10000
orichalcum: 10000
------------------
  67 BB- A+06 +15 Middle Axe (Small Axe)
 450 BBF A+10 +19 Power Axe
2100 BB- A+15 +24 Battle Axe
6000 BBB B+21 +32 Great Axe
9000 MMB C+22 +37 Heat Axe
                  use for Blaze 2, +10 fire resist
9750 FFF C+25 +40 Gaia Axe
                  SA Giga Wheel [damage], use for Aura 1, +2 defense,
                  +5 agility, regen 2 HP/turn
10500 MMB C+24 +39 Giganto Axe (Gigantic Axe)
                  SA Ragnarok (Laguna Lock) [damage], +2 defense
11250 MMB C+26 +41 Dragon Axe (Sharp Axe)
                  WC Spirit, raises critical, +20 fire/ice resist
12750 CCC C+30 +45 Evil Axe (Sorrow Axe)
                  SA Death Wheel [damage], +20 dark resist, CURSED
14250 --O C+32 +47 Apollon Axe
                  SA Corona Wheel [damage], +30 fire resist

Beak
WC Glove
------------------
mithril: 400
orichalcum: 800
------------------
 nfs S-S C+00 +15 Pen Beak (Penn Beak)
 nfs -S- C+00 +15 Penko Beak
 450 -MB C+05 +20 Silver Beak
                  WC Holy, SA Pen Flash [illusion], +10 light resist,
                  +20 dark resist
 582 --O C+12 +27 Colorful Beak
                  SA Pen Expander [vampire]
1350 --D C+03 +18 Gold Beak
                  WC Exorcist, use for Gold Beak special (see Tips)

Blade
WC Sword
------------------
mithril: 9000
orichalcum: 11000
------------------
 240 BB- A+07 +16 Iron Blade
1875 BBB A+13 +22 Battle Blade
6750 BBB B+22 +33 Chrome Blade (Steel Blade)
9000 MMB C+25 +40 Rust Blade (Luster Blade)
                  SA Melt Armor [slow]
10500 MMB C+25 +40 Rune Blade
                  WC Exorcist, SA Light Cross [dispel]
11250 FDD B+24 +35 Venom Blade
                  SA Poison Blade [poison], +20 dark resist
14250 MMB C+27 +42 Photon Blade
                  SA Light's Fire (Light Fire) [paralyze]
15750 --F C+28 +43 Chaos Blade
                  adds Chaos Gate M2, -20 light resist, +20 dark resist,
                  CURSED
18000 --O C+33 +48 Varion Blade
                  SA Element Flare [damage], +20 elec resist
21750 --F C+45 +60 Force Blade
                  WC Innovator, SA Force Edge [damage], +30 light/dark resist

Claw
WC Glove
------------------
mithril: 6000
dark: 8000
orichalcum: 8000
------------------
  37 B-- A+03 +12 Iron Claw (Bronze Claw)
                  raises counter
 240 BB- A+06 +15 Power Claw (Iron Claw)
                  raises counter
1350 BBB A+10 +19 Steel Claw
                  raises counter
3900 BBB B+15 +26 Battle Claw
                  raises counter
6600 MMB C+17 +32 Mithril Claw
                  WC Holy, raises critical and counter
7500 MMB C+18 +33 Tiger Claw
                  WC Spirit, SA Storm Fang [slow],
                  raises critical and counter
9000 MMB C+19 +34 Berserk Claw
                  use for Berserk, raises counter
9750 CCC C+24 +39 Jigitari's Claw (Pokey Claw)
                  SA Venom Fang [destroy], raises counter, CURSED
11250 --O C+26 +41 Gehenna Claw
                  SA Occult Martial Spirit [damage], +20 fire resist
12750 --F C+25 +40 Dragonman Claw
                  WC Spirit, SA Change Dragon [damage], Cyclops only

Glove
WC Glove
------------------
mithril: 5000
orichalcum: 7000
------------------
  45 B-- A+04 +13 Razor Glove (Cloth Glove)
                  raises critical and counter
 562 BBB A+08 +17 Power Glove (Iron Glove)
                  raises critical and counter
2100 BBB B+13 +24 Thorn Glove (Steel Glove)
                  raises critical and counter
4500 MMB C+18 +33 Spike Glove (Spiked Glove)
                  raises critical and counter
5625 MMB C+18 +33 Muscle Glove
                  SA Phoenix Sky Dance (Sky Dance) [damage],
                  use for Attack 1, raises critical and counter, +5 defense
6000 FDD C+19 +34 Magna Glove
                  SA Universe Blast (Heavenly Fire) [confuse],
                  raises critical and counter
6750 MMB C+17 +32 Spark Glove
                  WC Exorcist, use for Spark 2, raises critical and counter,
                  +40 elec resist
12750 FFF C+17 +32 Jewelry Glove (Pretty Glove)
                  SA Jewel Palm (Bruce Fist) [charm],
                  raises critical and counter, +5 agility
13500 --O C+25 +40 Kokyuto's Glove
                  SA Scarlet Sparrow Tumble [destroy], +30 ice resist

Halberd
WC Spear
------------------
mithril: 13000
dark: 14000
orichalcum: 15000
------------------
 360 BB- A+10 +19 Halberd
2100 BBB A+16 +25 Heavy Halberd
9000 BBB B+23 +34 Knight Halberd (Poleaxe)
11250 MMB C+24 +39 Brave Halberd (Holy Halberd)
                  +3 defense, regen 2 HP/turn
13500 MMB C+25 +40 Lord Halberd (Star Halberd)
                  SA Lord Rush (Road Rash) [damage], raises counter
16500 MMB C+26 +41 Arc Halberd (Ark Halberd)
                  SA Lightning [paralyze], use for Spark 3
18000 CCC C+29 +44 Evil Halberd (Dark Halberd)
                  SA Death Gate [destroy], CURSED
19500 --O C+32 +47 Buster Halberd
                  SA Gorgon Buster [destroy]

Horn
WC Spear
------------------
cannot create
------------------
 nfs --S C+00 +15 Horn

Katana
WC Sword
------------------
mithril: 12000
dark: 12000
orichalcum: 14000
------------------
 225 -B- A+06 +15 Kodachi
1200 -B- A+12 +21 Shinobi Tachi
4500 BB- B+21 +32 Shonin Tachi (Steel Ninjato)
6750 MMB C+22 +37 Wind Cutter Tachi (Wind Cutter)
                  SA Technique Kamaitachi (Kamaitachi) [damage],
                  use for Hellblast (Tornado) 2
9750 MMB C+23 +38 Bone Eater Tachi (Bone Eater)
                  SA Technique Onimukade (Oni Hyakusoku) [poison]
12000 MMB C+24 +39 Rumbling Sea Tachi (Rumbling Sea)
                  WC Exorcist, SA Technique Umizato (Umi Zato) [dispel]
16500 --O C+31 +46 Masamune
                  SA Frost Sword [damage]
17250 CCC C+32 +47 Muramasa
                  SA Hades Road Escort (Yellow Road) [destroy], CURSED
18750 --F C+34 +49 Murasame
                  adds Hungry Demon M2, CURSED
20250 --F C+37 +52 Kusanagi
                  WC Spirit, SA Ruin Kill [destroy], CURSED

Knife (Dagger)
WC Sword
------------------
mithril: 4000
orichalcum: 6000
------------------
  37 BB- A+03 +12 Bronze Knife
                  range 1-2
 187 BBB A+07 +16 Steel Knife
                  range 1-2
 750 BBB B+12 +23 Hunter Knife
                  range 1-2
3450 MMB C+12 +27 Mithril Knife (Mithril Dirk)
                  range 1-2, WC Holy, raises critical
4800 MMB C+14 +29 Butterfly Knife (Butter Knife)
                  range 1-2, SA Rainbow Edge [illusion], +3 agility
5250 MMB C+13 +28 Assassin Knife (Killer Knife)
                  range 1-2, SA Silent Kill [destroy], +2 luck
6750 --O C+19 +34 Reaper Knife
                  range 1-2, SA Blood Sucker [vampire], +10 dark resist

Knuckle
WC Glove
------------------
mithril: 5500
orichalcum: 7500
------------------
 112 BB- A+05 +14 Razor Knuckle (Cestus)
                  raises critical
 825 BBB A+09 +18 Brass Knuckle (Iron Cestus)
                  raises critical
3900 BBB B+14 +25 Hard Knuckle (Steel Cestus)
                  raises critical
8250 MMB C+17 +32 Giganto Knuckle (Giant Cestus)
                  WC Spirit, raises critical, +8 defense
9000 MMB C+18 +33 Mist Knuckle (Mist Cestus)
                  SA Bodhisattva Palm (Buddha Fist) [illusion], +6 agility
9750 MMB C+17 +32 Wire Knuckle (Wire Cestus)
                  SA Back Step Dark Binding Fist (Back Step Fist) [paralyze],
                  raises critical and counter
12000 --O C+26 +41 Aura Knuckle
                  WC Holy, SA Yellow Dragon Wave [damage], +30 wind resist,
                  +20 light resist

Lance
WC Spear
------------------
mithril: 12000
orichalcum: 14000
------------------
 150 BB- A+07 +16 Bronze Lance
 675 BB- A+11 +20 Steel Lance (Iron Lance)
3150 BBB A+16 +25 Heavy Lance
9000 BBB B+22 +33 Chrome Lance (Steel Lance)
12000 MMB C+24 +39 Gale Lance (Nelson Lance)
                  use for Support 2, +5 agility
14250 MMB C+26 +41 Holy Lance
                  WC Holy, regen 3 HP/turn
18000 MMB C+27 +42 Dragon Lance
                  WC Spirit, SA Dragon Breath [damage]
19500 FFF C+27 +42 Gungnir (Ultra Lance)
                  SA Death Charge [destroy]
20250 --O C+33 +48 Bozon Lance
                  SA Mega Leap [damage]

Mace
WC Axe
------------------
mithril: 9000
orichalcum: 11000
------------------
 210 BB- A+09 +18 Middle Mace (Mace)
1500 BBB A+15 +24 Heavy Mace (Flail)
6300 BBB B+22 +33 Battle Mace (Maul)
9750 MMB C+23 +38 Saint Mace (Saint's Mace)
                  WC Holy, regen 3 HP/turn
11250 MMB C+23 +38 Revenge Mace
                  raises counter
15750 MMB C+25 +40 Thor Hammer (Power Hammer)
                  SA Thunder Storm [damage], raises counter
18000 FFF C+26 +41 Massacring Mace (Macho Maul)
                  WC Spirit, SA Pressure Bomb (Press Bomb) [destroy],
                  +2 defense
19500 --O C+32 +47 Geo Hammer
                  SA Geo Spark [illusion]

Quarrel
WC Bow
------------------
mithril: 12000
orichalcum: 14000
------------------
 240 BB- A+09 +18 Light Quarrel (Light X-Bow)
                  range 2, raises critical
1875 BBB A+14 +23 Middle Quarrel (Heavy X-Bow)
                  range 2, raises critical
6000 BBB B+20 +31 Heavy Quarrel (Arbalest)
                  range 2-3, raises critical
9750 MMB C+23 +38 Mithril Quarrel (Hunter X-Bow)
                  range 2-3, WC Holy, raises critical
12750 MMB C+24 +39 Sonic Quarrel (Sonic X-Bow)
                  range 2-3, WC Exorcist,
                  SA Hell's Wind (Demon Wind) [damage], raises critical,
                  +30 wind/dark resist
14250 MMB C+24 +39 Flame Quarrel (Flame X-Bow)
                  range 2-3, WC Holy, SA Saint Flame [damage],
                  raises critical, +30 fire/light resist
17250 --O C+29 +44 Doppler Quarrel
                  range 2-3, WC Holy, SA Prism Ray [damage],
                  +20 light/dark resist

Rapier
WC Sword+Exorcist
------------------
mithril: 8000
orichalcum: 10000
------------------
 112 BB- A+06 +15 Light Rapier (Epee)
                  raises critical, +2 agility
1125 BBB A+12 +21 Battle Rapier (Foil)
                  raises critical and counter, +3 agility
3750 BBB B+19 +30 Master Rapier (Rapier)
                  raises critical, +4 agility
6750 MMB C+20 +35 Mist Rapier (Magic Rapier)
                  SA Mist Feint [illusion], raises critical, +8 agility
8250 MMB C+21 +36 Magic Rapier (Mist Rapier)
                  SA Rune Magic [dispel], raises critical, +5 agility,
                  regen 2 MP/turn
9750 MMB C+23 +38 Shine Rapier (Shiny Rapier)
                  SA Alchemist (Alchemy) [paralyze], raises critical,
                  +5 agility, regen 3 HP/turn
12000 -F- C+28 +43 Final Rapier
                  SA The End [destroy], raises critical, +5 agility,
                  regen 2 MP/turn
14250 --O C+30 +45 Nebula Rapier
                  SA Helical Spin [damage], raises critical, +5 agility,
                  regen 3 HP/turn
16500 -FD C+27 +42 God Rapier
                  adds Tanatos M2, WC Sword+Holy ONLY, +20 light/dark resist
21750 --F C+44 +59 Arc Rapier
                  SA Absolute Zero [destroy], raises critical, +5 agility,
                  regen 3 MP/turn

Rod
WC Spirit
------------------
mithril: 13000
dark: 16000
orichalcum: 15000
------------------
  22 BB- A+04 +13 Timber Rod (Wooden Rod)
 270 DDD A+09 +18 Bronze Rod
                  adds Antispell (Dispel) M1
1950 DDD B+16 +27 Talisman Rod
                  adds Freeze M3
4500 -FF B+15 +26 Ground Rod
                  adds Golem M2, WC Exorcist, +3 defense
6750 MMB C+18 +33 Maze Rod (Torture Rod)
                  adds Confuse M2, SA Nine Gate [illusion]
9750 MMB C+17 +32 Mirky Rod (Sleepy Rod)
                  adds Sleep M1, SA Meta Dream [sleep], regen 2 MP/turn
14250 MMB C+17 +32 Alchemy Rod (Soul Rod)
                  adds Soul Steal M2, SA Change Gold [lock] [destroy],
                  +4 agility, regen 3 HP/turn
15000 -FF C+18 +33 Dragon Rod
                  adds Helldragon M2, WC Holy, +7 defense, +40 fire resist
17250 FFF C+18 +33 Crystal Rod (Tiamat Rod)
                  adds Tiamat M2, +5 defense, +2 luck, +1 speed
18000 CCC C+23 +38 Demon Rod
                  SA Demon Breath [damage], CURSED
18750 --O C+22 +37 Rod of Will
                  adds Blaze M4, SA Ruled Heaven [damage], +6 defense

Shell
WC Bow
------------------
mithril: 15000
orichalcum: 17000
------------------
 450 BB- A+11 +20 Assault Shell (Long Bow)
                  range 2
2250 BBB A+16 +25 Great Shell (Heavy Long Bow)
                  range 2
8250 BBB B+22 +33 Buster Shot (Elven Bow)
                  range 2-3
11250 MMB B+24 +35 Magnum Shell (Magnum Bow)
                  range 2-3, WC Spirit, raises critical
13500 MMB B+23 +34 Storm Shot (Storm Bow)
                  range 2-3, SA Desert Storm [confuse], +3 agility
18000 MMB B+25 +36 Meteor Shot (Meteor Bow)
                  range 2-3, WC Spirit, SA Planet Dance [damage]
19500 --O C+29 +44 Hotrod Shell
                  range 2-3, WC Spirit, SA Muzzle Blast [damage]

Shuriken
WC Bow
------------------
mithril: 7500
orichalcum: 9500
------------------
 225 -B- A+04 +13 Juji Shuriken
                  range 2
 900 -B- A+08 +17 Manji Shuriken
                  range 2
3000 BB- B+13 +24 Hakasane (Shaken)
                  range 2
5250 MMB C+15 +30 Lightning Flash Manji (Deadly Star)
                  range 2-3, SA Thunder Array (Battle Array) [paralyze],
                  +30 elec resist
6750 MMB C+16 +31 All-Direction Shuriken (Octagon Star)
                  range 2-3, SA Total Chaos (Chaos Call) [confuse]
9750 MMB C+18 +33 Demon Wind Shuriken (Wind Star)
                  range 2-3, SA Demon Wind Shuriken (Evil Wind) [destroy]
11250 --O C+27 +42 Emma Shuriken
                  range 2-3, SA Emma Shuriken [damage], +30 dark resist

Spear
WC Spear
------------------
mithril: 9000
orichalcum: 11000
------------------
 135 BB- A+06 +15 Spear
                  range 1-2
1350 BBB A+12 +21 Power Spear
                  range 1-2
4350 BBB B+18 +29 Battle Spear
                  range 1-2
6750 MMB C+19 +34 Silver Spear
                  range 1-2, WC Holy, raises critical
9000 MMB C+18 +33 Counter Spear
                  range 1-2, raises counter
12000 MMB C+19 +34 Lancelot Spear (Rune Spear)
                  range 1-2, SA Light Geyser (Flash Gazer) [lock],
                  +25 light resist
13500 --O C+26 +41 Mercurius Spear
                  range 1-2, SA Salamander Throw [damage], +3 agility,
                  +20 fire resist

Staff
WC Holy+Innovator
------------------
cannot create
------------------
 nfs --S B+11 +22 Besem Staff
                  adds Shining M2, +30 light/dark resist, Gracia only
 nfs --S C+23 +38 Besem Staff (after Innovator promotion)
                  adds Blessing M2, +30 light/dark resist, Gracia only

Sword
WC Sword
------------------
mithril: 10000
dark: 12000
orichalcum: 12000
------------------
 150 BB- A+05 +14 Steel Sword
 562 BB- A+09 +18 Broad Sword
2850 BBB A+14 +23 Bastard Sword
7500 BBB B+23 +34 Great Sword
9000 MMB C+23 +38 Counter Sword
                  raises counter
12000 MMB C+25 +40 Sword of Shiva (Shiva Sword)
                  SA Thunder Shock [paralyze], +30 elec resist
13500 MMB C+25 +40 Leviathan
                  SA Heat Wave [damage], +30 fire resist
15000 F-D C+25 +40 Element Sword (Phoenix Sword)
                  adds Phoenix M2, WC Exorcist, +30 fire/wind/elec resist
15750 F-F C+26 +41 Justice Sword
                  WC Holy, SA Shine Edge (Dazzle Edge) [damage],
                  +20 light/dark resist
18000 CCC C+31 +46 Darkside Sword (Dark Sword)
                  SA Soul Eater [vampire], +20 dark resist, CURSED
19500 --O C+32 +47 Sword of Blood
                  SA Gold Rush [destroy], +20 ice resist
23250 --F C+44 +59 Shining Sword
                  WC Holy, SA Mirage Round [damage], +30 light/dark resist

Talon
WC Spirit
------------------
cannot create
------------------
 nfs --S C+00 +15 Hooked Talon

Tomahawk
WC Axe
------------------
mithril: 6000
orichalcum: 8000
------------------
  75 BB- A+07 +16 Tomahawk (Hand Axe)
                  range 1-2
 900 BB- A+11 +20 Power Tomahawk (Iron Hand Axe)
                  range 1-2
3375 BBB B+16 +27 Battle Tomahawk (Steel Hand Axe)
                  range 1-2
5250 MMB C+17 +32 Rune Tomahawk (Accurate Axe)
                  range 1-2, WC Exorcist, raises critical
6600 MMB C+17 +32 Killer Tomahawk (Super Axe)
                  range 1-2, SA Vital Point Attack (Deadly Strike) [destroy]
7350 MMB C+16 +31 Sky Tomahawk (Arrow Axe)
                  range 1-3, WC Bow
8250 --O C+24 +39 Flame Tomahawk
                  range 1-2, SA Heat Cyclone [damage], +20 fire resist

Wand
WC Exorcist
------------------
mithril: 14000
orichalcum: 16000
------------------
  60 BB- A+05 +14 Small Wand
 675 DDS A+10 +19 Magic Wand
                  adds Sleep M1
2400 DDD B+17 +28 Anger Wand (Angel Wand)
                  adds Blaze M3
8250 MMB C+18 +33 Fool Wand (Jester Wand)
                  adds Slow M2, SA Fetamorgana [confuse]
11250 MMB C+17 +32 Charm Wand (Jewel Wand)
                  SA Ryanan Shi (Shannon Sea) [charm]
11250 FFF C+19 +34 Volcanon Wand (Volcano Wand)
                  adds Phoenix M2, +30 fire resist
12000 MMB C+19 +34 Witch Wand
                  adds Attack M2, +2 luck
13500 --O C+20 +35 Eternal Wand
                  adds Spark M4, SA Tachion Shoot [illusion], +4 defense,
                  regen 2 MP/turn
15000 FFF C+18 +33 Wand of Kadas (Wendigo Wand)
                  adds Wendigo M2, +8 defense
16500 --F C+19 +34 Abyss Wand
                  adds Proserpina M2, +3 defense, +40 ice resist
18000 -FF C+18 +33 Earth Wand
                  adds Thor M2, +40 elec resist

Whip
WC Spirit
------------------
mithril: 13000
orichalcum: 15000
------------------
5250 -B- B+17 +28 Chain Whip
6750 -MM C+17 +32 Love Whip
                  use for Love Whip special (see Tips), regen 2 HP/turn
9000 -MM C+18 +33 Ignorant Whip
                  SA Balloon Bomb [destroy]
9750 -MB C+20 +35 Queen Whip
                  SA Slave Dance [charm]
11250 --O C+27 +42 Silk Whip
                  SA Beast Bash [damage]

Wing
WC Sword
------------------
mithril: 11000
orichalcum: 13000
------------------
 300 BB- A+05 +14 Metal Wing
                  raises counter, +2 defense
2250 BB- A+11 +20 Silver Wing
                  WC Holy, raises counter, +3 defense
7500 BBB B+18 +29 Battle Wing
                  raises counter, +4 defense
9750 MMB C+22 +37 Sylph Wing (Silk Wing)
                  raises counter, +4 defense, regen 3 HP/turn
11250 MMB C+21 +36 Sonic Wing
                  SA Hyper Boom [slow], raises counter, +4 defense,
                  +2 agility
12000 MMB C+21 +36 Cosmo Wing (Cosmic Wing)
                  SA Hell Dive [confuse], raises counter, +4 defense
12750 F-D C+22 +37 Zero Wing
                  SA Count Zero (Zero Count) [destroy], raises counter,
                  +4 defense
13500 --O C+28 +43 Full Metal Wing
                  SA Metal Jacket [damage], raises counter, +6 defense,
                  +20 dark resist

Tips:

 - Cursed items have about a 1 in 4 chance of temporarily paralyzing the
   user, negating the intended action.  Failing that, they have about a 1 in
   4 chance of inflicting around 20 points of damage on the user.  They can
   only be removed at a church.  If the wielder of a cursed weapon also wears
   the Chaos Ring (see below) the curse will never strike.
 - Berserk is dangerous, it seems to combine the effects of Attack and
   Confuse.
 - Gold Beak special casts a random summoning spell at a single target.
 - Love Whip special targets an ally for a couple points of damage, but then
   acts like Attack plus Support.
 - The names of the Mist Rapier and Magic Rapier are mixed up in the US
   version of Scenario 1.
 - The abilities of Gracia's Besem Staff change when he receives his full
   Innovator promotion.

Restrictions:

 - Mithril weapons can only be used after the first promotion.
 - Orichalcum weapons can only be used after the second promotion, which can
   only be attained in Scenario 3.
 - Only heroes can use the Element Sword, Justice Sword, Shining Sword, God
   Rapier, Final Rapier, Arc Rapier, and presumably the Force Blade.

------------------------------------------------------------------------------
7.  Accessorize or Die
------------------------------------------------------------------------------

Often downplayed next to more spectacular weaponry, accessories can be just as
important, especially when used to overcome a specific weakness or augment an
area of strength.  Do you aid Eldar's terrible defense rating, or increase her
amazing agility?  Each approach has its distinct benefits.  It costs 1500 gold
for the blacksmith to work Mithril Pieces into an accessory.

nfs SS- Elbesem Jewel (Elbesem Orb)    use for area attack, +5 dark resist
  3 FFF Serious Undies (Power Undies)  raises counter
  6 DDF Valiant Loincloth (Loincloth)  raises critical
1500 BFB Battle Brace (Iron Bracer)     +2 attack
1500 BFB Protect Brace (Steel Bracer)   +3 defense
1500 BFB Silver Ring                    +2 defense, +1 luck
2250 MMM Gale Ring                      +5 defense, +5 agility
2250 FFF Life Ring                      +4 defense, regen 2 HP/turn
2250 MMM Magic Ring                     use to recover about 10 mana,
                                       +5 fire/ice/wind/elec resist
2250 FFF Nimble Ring                    +2 speed
2250 MMM Power Ring                     +5 attack, +5 defense
2250 MMM Protect Ring                   use for Heal 2, +5 defense
2250 FFF Swift Boots                    use for Support 1, +5 agility
3000 -FF Chaos Ring                     protects wearer from curse effects,
                                       -30 dark resist
3000 BBB Platinum Circle (Iron Circlet) +4 defense
3000 BBB Shinobi Bowl (Shadow Bowl)     +3 defense
3750 MMM Artemis Pierce (Artemis Pin)   raises counter, +5 defense, +2 luck
3750 MMM Attack Ring                    use for Attack 1, +5 attack
3750 FFF Black Ring                     use for Blaze 2, raises critical,
                                       +10 attack, CURSED
3750 DDD Demon Wind Bowl (Dark Bowl)    raises critical, +5 defense
3750 FFF Evil Ring (Ibiru Ring)         use for Spark 2, +15 attack, CURSED
3750 MMM Mars Chain (Apollo Pin)        raises critical, +5 attack, +2 luck
3750 MMM Master Ring                    raises critical and counter
3750 FFF White Ring                     +10 defense
5250 DDD Princess Circle (Steel Tiara)  +7 defense, +2 luck, regen 2 MP/turn

Tips:

 - Accessories and weapons which give regeneration are cumulative (eg. you
   can regenerate 4 MP/turn by combining a Mirky Rod with a Princess Circle).
 - You can combine the benefits of a speed item with an attack item by
   swapping the two between movement and attack.
 - Friendships which add to magic power (as with wizards) also add to the MP
   regeneration of a Magic Ring.
 - The Elbesem Jewel is unbreakable so use its weak area attack to build up
   your friendships.

Restrictions:

 - Bowls are only usable by ninja-types.
 - Bracers cannot be used by ninja-types or most nonstandard characters.
 - Mars Chain and Valiant Loincloth are only usable by male characters.
 - Artemis Pierce and Serious Undies are only usable by female characters.
 - Platinum Circle is only usable by spellcasters.
 - Princess Circle is only usable by female spellcasters.

------------------------------------------------------------------------------
8.  Esprit de Corps
------------------------------------------------------------------------------

We've covered how equipment, skill, and vulnerabilities affect combat.  Two
remaining factors to take into account are terrain and friendships.  The
terrain effect is easy, each figure in combat gains a defensive bonus when in
helpful surroundings.  The percentage of this gain is displayed on the battle
map.  Friendships, on the other hand, are more difficult to use correctly but
can mean the difference between an easy victory and a close fight.

In a nutshell, when one person pounds the same enemy another person just hit,
the two like each other a little more.  Casting friendly spells also helps, as
does the use of beneficial items, but blocked or dodged attacks don't count.
If a character dies in combat, the resultant loss of trust decreases their
existing friendships.

When two friendly characters stand next to one another, each receives some
benefit from the other.  What form that benefit takes depends on the friend's
class.  How big the boost is depends on how friendly the two are.  Attack
(from a hero) and defense (from a warrior) follow this progression:

                             Ally:         +0
                             Partner:      +5
                             Friend:       +7
                             Trusted:      +10
                             Soulmate:     +15

Other benefits advance differently and some (like my favorite, a paladin's
succumb) are hard to gauge, but don't underestimate the value each adds to
your team!

Soulmate is special, the "friend icon" which floats above your ally's head
turns into a heart, and the range increases to two.  It seems easier for two
characters of opposite sex to gain the Soulmate level of friendship.

------------------------------------------------------------------------------
9.  Credits
------------------------------------------------------------------------------

First off, let me extend my thanks to the following individuals whose FAQ's
and walkthroughs for SF3 were an extraordinary help:

Grandchester Resurrection........................grandchester@resurrection.com
Joe Negron..................................................constant23@aol.com

I'd also like to give a special thanks to the following people who directly
helped me with suggestions and answers to my questions.  You're the best!

Aerith....................................................Masqurin@hotmail.com
David Copeland.......................................ds506@freenet.carleton.ca
Dreamcast.................................................Daytona5@hotmail.com
Evil C......................................................evil_c@hotmail.com
Florent......................................................fabflo@easynet.fr
Frisbeeboy..............................................aplarsen78@hotmail.com
Hahn...............................................peterson.b@mankato.msus.edu
Matthew Lim................................................mlbk@pacific.net.sg
WildCard..................................................rincewind@uswest.net
Z F.......................................................prncmedion@yahoo.com

Thanks also go to the authors of the Shining Force III Artbook.  Although it's
written in Japanese, I highly recommend it to any fan of the game.  There is a
tremendous amount of information inside, including some facts I just couldn't
get from any other source, notably the extra weapon classes.  And the artwork
is, of course, awesome!

Many thanks to GameFAQs for publishing this document on the web...you can find
the latest version of this FAQ at www.gamefaqs.com.

Finally let me thank everyone involved with two web sites I originally found
Shining Force III discussion groups on, www.rpgfan.com and www.rightstep.org.
Inputs from each were instrumental in the creation of this FAQ.  I would be
remiss in not directing any and all Shining fans to Shining Force Central at
shining.zophar.net, home of the most active SF3 discussion forums to date.
These are great places to seek or share knowledge about this game and other
computer-based RPG's.

Copyright 1998 Andrew Grimm, aka Snarf.  Permission to use any or all of this
FAQ for any purpose is hereby granted, provided that credit is given where it
is due.

------------------------------------------------------------------------------
                                    END
------------------------------------------------------------------------------